mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
496 lines
15 KiB
C++
496 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "materials/materialManager.h"
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#include "materials/matInstance.h"
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#include "materials/materialFeatureTypes.h"
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#include "lighting/lightManager.h"
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#include "core/util/safeDelete.h"
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#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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MODULE_BEGIN( MaterialManager )
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MODULE_INIT_BEFORE( GFX )
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MODULE_SHUTDOWN_BEFORE( GFX )
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MODULE_INIT
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{
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MaterialManager::createSingleton();
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}
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MODULE_SHUTDOWN
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{
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MaterialManager::deleteSingleton();
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}
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MODULE_END;
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MaterialManager::MaterialManager()
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{
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VECTOR_SET_ASSOCIATION( mMatInstanceList );
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mDt = 0.0f;
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mAccumTime = 0.0f;
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mLastTime = 0;
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mWarningInst = NULL;
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GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
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// Make sure we get activation signals
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// and that we're the last to get them.
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LightManager::smActivateSignal.notify( this, &MaterialManager::_onLMActivate, 9999 );
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mMaterialSet = NULL;
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mUsingDeferred = false;
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mFlushAndReInit = false;
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mDefaultAnisotropy = 1;
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Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy,
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"@brief Global variable defining the default anisotropy value.\n\n"
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"Controls the default anisotropic texture filtering level for all materials, including the terrain. "
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"This value can be changed at runtime to see its affect without reloading.\n\n "
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"@ingroup Materials");
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Con::NotifyDelegate callabck( this, &MaterialManager::_updateDefaultAnisotropy );
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Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
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Con::NotifyDelegate callabck2( this, &MaterialManager::_onDisableMaterialFeature );
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Con::setVariable( "$pref::Video::disableNormalMapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableNormalMapping", callabck2 );
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Con::setVariable( "$pref::Video::disablePixSpecular", "false" );
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Con::addVariableNotify( "$pref::Video::disablePixSpecular", callabck2 );
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Con::setVariable( "$pref::Video::disableCubemapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableCubemapping", callabck2 );
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Con::setVariable( "$pref::Video::disableParallaxMapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableParallaxMapping", callabck2 );
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}
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MaterialManager::~MaterialManager()
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{
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GFXDevice::getDeviceEventSignal().remove( this, &MaterialManager::_handleGFXEvent );
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LightManager::smActivateSignal.remove( this, &MaterialManager::_onLMActivate );
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SAFE_DELETE( mWarningInst );
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#ifndef TORQUE_SHIPPING
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DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.begin();
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for ( ; itr != mMeshDebugMaterialInsts.end(); itr++ )
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delete itr->value;
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#endif
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}
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void MaterialManager::_onLMActivate( const char *lm, bool activate )
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{
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if ( !activate )
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return;
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// Since the light manager usually swaps shadergen features
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// and changes system wide shader defines we need to completely
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// flush and rebuild all the material instances.
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mFlushAndReInit = true;
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}
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void MaterialManager::_updateDefaultAnisotropy()
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{
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// Update all the materials.
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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(*iter)->updateStateBlocks();
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}
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Material * MaterialManager::allocateAndRegister(const String &objectName, const String &mapToName)
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{
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Material *newMat = new Material();
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if ( mapToName.isNotEmpty() )
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newMat->mMapTo = mapToName;
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bool registered = newMat->registerObject(objectName );
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AssertFatal( registered, "Unable to register material" );
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if (registered)
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Sim::getRootGroup()->addObject( newMat );
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else
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{
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delete newMat;
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newMat = NULL;
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}
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return newMat;
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}
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Material * MaterialManager::getMaterialDefinitionByName(const String &matName)
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{
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// Get the material
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Material * foundMat;
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if(!Sim::findObject(matName, foundMat))
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{
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Con::errorf("MaterialManager: Unable to find material '%s'", matName.c_str());
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return NULL;
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}
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return foundMat;
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}
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BaseMatInstance* MaterialManager::createMatInstance(const String &matName)
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{
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BaseMaterialDefinition* mat = NULL;
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if (Sim::findObject(matName, mat))
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return mat->createMatInstance();
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return NULL;
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}
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BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
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const GFXVertexFormat *vertexFormat )
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{
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return createMatInstance( matName, getDefaultFeatures(), vertexFormat );
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}
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BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
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const FeatureSet& features,
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const GFXVertexFormat *vertexFormat )
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{
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BaseMatInstance* mat = createMatInstance(matName);
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if (mat)
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{
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mat->init( features, vertexFormat );
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return mat;
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}
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return NULL;
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}
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BaseMatInstance * MaterialManager::createWarningMatInstance()
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{
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Material *warnMat = static_cast<Material*>(Sim::findObject("WarningMaterial"));
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BaseMatInstance *warnMatInstance = NULL;
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if( warnMat != NULL )
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{
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warnMatInstance = warnMat->createMatInstance();
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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warnMatInstance->addStateBlockDesc(desc);
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warnMatInstance->init( getDefaultFeatures(),
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getGFXVertexFormat<GFXVertexPNTTB>() );
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}
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return warnMatInstance;
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}
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// Gets the global warning material instance, callers should not free this copy
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BaseMatInstance * MaterialManager::getWarningMatInstance()
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{
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if (!mWarningInst)
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mWarningInst = createWarningMatInstance();
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return mWarningInst;
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}
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#ifndef TORQUE_SHIPPING
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BaseMatInstance * MaterialManager::createMeshDebugMatInstance(const LinearColorF &meshColor)
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{
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String meshDebugStr = String::ToString( "Torque_MeshDebug_%d", meshColor.getRGBAPack() );
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Material *debugMat;
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if (!Sim::findObject(meshDebugStr,debugMat))
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{
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debugMat = allocateAndRegister( meshDebugStr );
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debugMat->mDiffuse[0] = meshColor;
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debugMat->mEmissive[0] = true;
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}
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BaseMatInstance *debugMatInstance = NULL;
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if( debugMat != NULL )
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{
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debugMatInstance = debugMat->createMatInstance();
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.fillMode = GFXFillWireframe;
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debugMatInstance->addStateBlockDesc(desc);
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// Disable fog and other stuff.
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FeatureSet debugFeatures;
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debugFeatures.addFeature( MFT_DiffuseColor );
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debugMatInstance->init( debugFeatures, getGFXVertexFormat<GFXVertexPCN>() );
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}
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return debugMatInstance;
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}
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// Gets the global material instance for a given color, callers should not free this copy
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BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const LinearColorF &meshColor)
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{
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DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.find( meshColor.getRGBAPack() );
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BaseMatInstance *inst = NULL;
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if ( itr == mMeshDebugMaterialInsts.end() )
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inst = createMeshDebugMatInstance( meshColor );
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else
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inst = itr->value;
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mMeshDebugMaterialInsts.insert( meshColor.getRGBAPack(), inst );
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return inst;
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}
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#endif
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void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
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{
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if (getMapEntry(textureName).isNotEmpty())
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{
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if (!textureName.equal("unmapped_mat", String::NoCase))
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
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}
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mMaterialMap[String::ToLower(textureName)] = materialName;
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}
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String MaterialManager::getMapEntry(const String & textureName) const
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{
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MaterialMap::ConstIterator iter = mMaterialMap.find(String::ToLower(textureName));
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if ( iter == mMaterialMap.end() )
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return String();
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return iter->value;
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}
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void MaterialManager::flushAndReInitInstances()
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{
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// Clear the flag if its set.
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mFlushAndReInit = false;
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// Check to see if any shader preferences have changed.
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recalcFeaturesFromPrefs();
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// First we flush all the shader gen shaders which will
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// invalidate all GFXShader* to them.
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SHADERGEN->flushProceduralShaders();
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mFlushSignal.trigger();
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// First do a pass deleting all hooks as they can contain
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// materials themselves. This means we have to restart the
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// loop every time we delete any hooks... lame.
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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while ( iter != mMatInstanceList.end() )
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{
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if ( (*iter)->deleteAllHooks() != 0 )
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{
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// Restart the loop.
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iter = mMatInstanceList.begin();
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continue;
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}
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iter++;
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}
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// Now do a pass re-initializing materials.
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iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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(*iter)->reInit();
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}
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// Used in the materialEditor. This flushes the material preview object so it can be reloaded easily.
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void MaterialManager::flushInstance( BaseMaterialDefinition *target )
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{
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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while ( iter != mMatInstanceList.end() )
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{
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if ( (*iter)->getMaterial() == target )
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{
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(*iter)->deleteAllHooks();
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return;
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}
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iter++;
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}
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}
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void MaterialManager::reInitInstance( BaseMaterialDefinition *target )
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{
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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{
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if ( (*iter)->getMaterial() == target )
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(*iter)->reInit();
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}
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}
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void MaterialManager::updateTime()
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{
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U32 curTime = Sim::getCurrentTime();
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if(curTime > mLastTime)
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{
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mDt = (curTime - mLastTime) / 1000.0f;
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mLastTime = curTime;
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mAccumTime += mDt;
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}
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else
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mDt = 0.0f;
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}
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SimSet * MaterialManager::getMaterialSet()
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{
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if(!mMaterialSet)
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mMaterialSet = static_cast<SimSet*>( Sim::findObject( "MaterialSet" ) );
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AssertFatal( mMaterialSet, "MaterialSet not found" );
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return mMaterialSet;
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}
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void MaterialManager::dumpMaterialInstances( BaseMaterialDefinition *target ) const
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{
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if ( !mMatInstanceList.size() )
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return;
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if ( target )
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Con::printf( "--------------------- %s MatInstances ---------------------", target->getName() );
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else
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Con::printf( "--------------------- MatInstances %d ---------------------", mMatInstanceList.size() );
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for( U32 i=0; i<mMatInstanceList.size(); i++ )
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{
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BaseMatInstance *inst = mMatInstanceList[i];
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if ( target && inst->getMaterial() != target )
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continue;
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inst->dumpShaderInfo();
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Con::printf( "" );
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}
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Con::printf( "---------------------- Dump complete ----------------------");
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}
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void MaterialManager::_track( MatInstance *matInstance )
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{
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mMatInstanceList.push_back( matInstance );
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}
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void MaterialManager::_untrack( MatInstance *matInstance )
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{
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mMatInstanceList.remove( matInstance );
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}
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void MaterialManager::recalcFeaturesFromPrefs()
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{
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mDefaultFeatures.clear();
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FeatureType::addDefaultTypes( &mDefaultFeatures );
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mExclusionFeatures.setFeature( MFT_NormalMap,
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Con::getBoolVariable( "$pref::Video::disableNormalMapping", false ) );
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mExclusionFeatures.setFeature( MFT_SpecularMap,
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Con::getBoolVariable( "$pref::Video::disablePixSpecular", false ) );
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mExclusionFeatures.setFeature( MFT_PixSpecular,
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Con::getBoolVariable( "$pref::Video::disablePixSpecular", false ) );
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mExclusionFeatures.setFeature( MFT_CubeMap,
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Con::getBoolVariable( "$pref::Video::disableCubemapping", false ) );
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mExclusionFeatures.setFeature( MFT_Parallax,
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Con::getBoolVariable( "$pref::Video::disableParallaxMapping", false ) );
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}
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bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
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{
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switch ( event_ )
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{
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case GFXDevice::deInit:
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recalcFeaturesFromPrefs();
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break;
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case GFXDevice::deDestroy :
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SAFE_DELETE( mWarningInst );
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break;
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case GFXDevice::deStartOfFrame:
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if ( mFlushAndReInit )
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flushAndReInitInstances();
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break;
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default:
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break;
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}
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return true;
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}
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DefineEngineFunction( reInitMaterials, void, (),,
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"@brief Flushes all procedural shaders and re-initializes all active material instances.\n\n"
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"@ingroup Materials")
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{
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MATMGR->flushAndReInitInstances();
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}
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DefineEngineFunction( addMaterialMapping, void, (const char * texName, const char * matName), , "(string texName, string matName)\n"
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"@brief Maps the given texture to the given material.\n\n"
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"Generates a console warning before overwriting.\n\n"
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"Material maps are used by terrain and interiors for triggering "
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"effects when an object moves onto a terrain "
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"block or interior surface using the associated texture.\n\n"
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"@ingroup Materials")
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{
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MATMGR->mapMaterial(texName, matName);
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}
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DefineEngineFunction( getMaterialMapping, const char*, (const char * texName), , "(string texName)\n"
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"@brief Returns the name of the material mapped to this texture.\n\n"
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"If no materials are found, an empty string is returned.\n\n"
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"@param texName Name of the texture\n\n"
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"@ingroup Materials")
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{
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return MATMGR->getMapEntry(texName).c_str();
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}
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DefineEngineFunction( dumpMaterialInstances, void, (), ,
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"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
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"@ingroup Materials")
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{
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MATMGR->dumpMaterialInstances();
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}
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DefineEngineFunction( getMapEntry, const char*, (const char * texName), ,
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"@hide")
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{
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return MATMGR->getMapEntry( String(texName) );
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}
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